Marsal joined Dec 5, 2011

Indeed, idk if you are talking about the lost world mods for soc but there this map had alife, had transitions to a few other maps and had that cut-out cordon night music which to my surprise fit so well, gave me shivers as I was slowly exploring the pass, loved it. And yeah would be awesome if it lead to a lab too.

Thank you FF and TKGP for an awesome mod, love the mag system the most and I see now it got improvements <3. I only played 1.06 something some time ago, had problems with 1.07 coz of memory issues ;) but will definitely return to this great mod some day

I've only seen the first 2-3 hours of the game and wasn't happy. Some reviews also say the first half (@10hours) is kind of boring and limited. I come to think the city HUB and sidequests might be more close to true thief then some main missions. Totalbiscuit said there are both very linear and non linear missions.

Even in 2.0 it wasn't very harsh, I really don't know if they can do anything to make it harsh (without setting ridiculous prices for everything) since you get alot of junk/misc items from stashes which you sell, point is, you make more money than you actually need. If you fully explore Zaton you should end up with 200k by the time you get to Jupiter. If you find a broken weapon just pay ~10k for repair kits and oils and fix it yourself instead of paying 50-100k at the repair man.

Awesome! had a feeling some1 will eventually do a rebalance mod for Misery. Gonna try it now. Did you also increase weapon damage? That is one of the first things I change in mods because they usually stick with vanilla values, although in Misery 2 enemies die pretty quick, I still am for real deadly weapons ever since I played the Redux mod

You are right, but when Stalker will have anims for changing the firing type, the Zone will be habitable again. The following would be amazing: when holstering the gun it does an anim switching it to safety then lowering the gun, vice versa for taking your weapon out and changing between 1 round, 2 round etc, full auto

Will we see these in New Vegas someday? I will replay it in the future because I missed out on some great mods lol, checked the internet too late and I'm right at the end of the game, and only completed 1 DLC

Ahahah 20:20 I remember standing on that pole too in LWR, out of reach of boards, but by a collision bug they could push you and fall down. The beginning is rough, there are many packs of mutants which are hard(but better) to avoid.

I had the same problem when I tried it, and even after I toned down to the minimum, nineties resolution, it still ran as slow as on max, which defies logic. Maybe has something to do with nvidia. Anyway still played a bit, but the damage done by me and the damage done by enemies was too unfair and didn't bother playing further.

The top magazine in my country also had a highly positive review, with only one or two minor 'complaints', that the water isn't at the standards of it's time and that there isn't much water in a zone where it rains/storms often

CoP map doesn't seem big enough to fit in more mutant lairs etc. Sounds like lairs and stalker camps/bases will be too close to one another, will they? But it would be a nice surprise to explore a vanilla empty building complex and bump in some nasty mutants. Hmm, could you guys silence/replace the mutant roars when they see an enemy and idle sounds so maybe they can get us by surprise? Have the bloodsucker in mind, which isn't very stealthy, his sounds give him away easily :P

Wow I always wanted from a mod to make early-mid game enemies and traders have basic, cheap weapons, so i get the good stuff much later on. Most mods port in weapons and have them randomly spawned with any npc

hello there, i was checking the misery patch 2 bug report and read your post; i'm not playing misery anymore, at the moment im playing some more ShoC; waiting for another patch on misery but i am planning to make another full bug report on patch 2
You said: "The zombies seem to be able to shoot you without any way they've seen you, and with ridiculously uncanny accuracy. I.e., you poke out from behind a crate, in a dark room, a zombie outside spins 180 and shoots you in the head, one shot and you die. Light level, sound level, and exposure should count more than distance and whether you're holding ctrl. Besides, zombies? They should barely be able to aim, much less go BOOM HEADSHOT after spinning."
I don't think that is a bug, that is because almost all mods use default game config files for creatures; What i mean is, for example if you look in m_stalker.ltx or other mutant .ltx file you will see a huge eye_fov and eye_range values for stalker/mutants, this means they have superhuman detection abilities, thats why you cannot sneak up on them, they have eyes at their backs because of the high eye_fov value
They can also see you in the dark because they have a low luminocity factor, default game is 0.5 value that means they see you even if its pitch black outside; what i do with every mod is look in config/creatures and modify the ltx files there, i lower eye_fov and eye_range values opening the ltx file with notepad, and if you want to be able to sneak in the dark you should put the luminocity_factor between 1.0-1.5, i think from 1.5 and above you become invisible for enemies to see in the dark and u can just creep up on them and stab with the knife; at 1.5 and above they cannot detect you so if you kill some of their friends the rest will just come near and point the gun in the direction of the last enemy sound they heard, i know, that is wierd behaviour on their part. Maybe you already knew this, im just trying to help.

about the scope on the SKS: the new weapons have upgrades based on vanilla weapons, but the creator wanted this: he wrote in the description of an item the attachments, so if it says the weapon can use a scope or silencer than it does, doesnt matter what upgrades the weapon has..so we need a patch that comes with new upgrades for the new items because, for example it isnt normal for the Obrez to have the vanilla sniper rifle upgrades like 6x magnification
example of bug: GSh has silencer in the description but you have to do the upgrade only then it works; in misery, the creator didn't put a scope for the SKS but the SKS is based on the vanilla sniper rifle retextured and reanimated to look like SKS so by default the game considers it to be a vanilla sniper and it shows a scope upgrade when in fact it doesnt have one, thats why i would like N.Aaroe to create some new upgrades for the new items.. he kind of rushed the mod abit

i searched by the volkov aa complex behind the buildings, went from kopachi to the place Strider hangs out and i searched by the trees and bushes
you say the npcs can loot the hidden weapons...damn then maybe i am searching for nothing; couldn't find it

nice tutorial, great combination of graphical mods.. i installed amk 1.4 + SW0 2.2.1, absolute nature & structures mods ( i didnt install complete 2009 and shaders max textures because i'm sure if i did i had to play at a lower res than 1600x900 ).
i didnt istall your mod, coz the game stops working if i install en 2.0.94 final so i am playing with 2.0.92 en.
i installed "lurk animations for amk mod" but some weapons like lr300, groza and abakan still use vanilla hand textures and reload animations.
i did experience some crashes because various lines were missing from some ltx files, some say this happens because im not playing at the res i installed amk(1440x900) ; i had to modify the ltx files so i dont get crash for example at the bar got crash coz some file was named L-85-AMK-W and the game was looking for L-85-AMK file to load so it crashed when it didnt find this file; i renamed and problem solved... the other crashes occured because certain lines were missing from weapons.ltx file

hi, i enjoyed your lurk 1.1 playthrough, good job!
played it myself was pretty cool all-in-all except.. the crazy enemy accuracy, insane armor durability loss( 2-3 shots taken from 9x39mm bullets and it went down), the brownish impossible to see terrain at later hours ingame, i almost couldnt see where im going
the stupid AI awareness; lame, the enemies always knew where you were, didnt matter if you were crouching to be silent, it was a glitch they always knew you were there and came searching so no use in sneaking
all my hope goes to 1.2 installment, that it will fix all that crap

Haha can't believe this. I always wondered what stupid movie that was. I have really foggy memories about it, was 5 and saw a horror movie which scared me very much, actually made me afraid of sleeping next to my mother. Figures, being so young and finding laughable stuff scary. Found it by accident as I was trying to find another movie which is like same story. It's Deadly Friend (1986) lol. The other movie idk, it's something like terminator I think, with an undying killer woman or something chasing a girl which is a famous singer. At the end they blow her up but she's still in one piece. Sounds stupid I know but that's the only thing I can remember from way back then.

Youtube.com much better than the first trailer. Too bad it's a reboot. All the things that made the previous games great are gone. No more pagans, no more religious fanatics(hammerites, mechanists), no more supernatural elements. Just plain old medieval thing. But I'm confident it will still deliver

One bad thing, it probably has night day cicle run very fast, as you can see in the video. It's pretty uncool to play 1 hour and it's night already. Hate it actually. Why not have both longer days and nights? timescale of 1:3-5

Reduced spawns/delayed respwans/or make dogs die easy so you would have a chance of beating a big pack. That's what I would tweak, if I knew how.
Are the Iron Forest spawns random? on youtube I saw zombies there but in my game there are atleast 5 bloodsuckers and 4 burers, which means I need end gear to beat that, and maybe jump in the back of the truck there to be safe from burer attacks. If I can get to the truck that is...burers take your stamina

Well actually waited 1 hour longer and it was clear by then. Encountered many hordes of dogs. I think the pack gets bigger and bigger coz they chase pigs all over the map. Had a really bad time in Zaton as of late, because of the many spawns, weather, enemy patrols which kill me while I try to find out where they are. Idk how it is in Jupiter but storms all day long in Zaton, not cool. Had such an annoying time in fact, I couldn't move from the bush I was in because after I cleared a few dogs nearby, muties kept strolling around. Couldn't release a gas without one nosing in every 20 seconds; after I cleared the few dogs nearby, even a bloodsucker came. A solution might be putting the respawns to 24hrs or more. So if the player + NPCs kill most mutants on the map you can breathe easy till the next days. When clicking 'use' the combat helmet repair kit dissapears and doesn;t pop up the repair window. Eating 'mint..' ( the chewing gum) crashes the game. When upgrading, what does 'cannot install upgrade, "add hints for this upgrade" mean?
This is all I can tell you, I'm not able to play misery anymore(anytime soon), my bro is leaving. Played on his laptop(patch 2.01 installed), my pc can't handle the mod

Hunt the chimaera in Zaton. LOL. I accept, we get teleported to Izumrudnoye, we get murdered by 20 pseudodogs and blind dogs. No joke, there really were 20 or more dogs; there were so many pairs of eyes in the dark you couldn't count them. Thank you Misery.

Don't believe I ever experienced a corrupted save, only one or two times in Fallout 3 I saved in a spot that crashed after several seconds so I either went with another save or used the teleport command to get out of the crashing spot

Yes, in Misery2. Found some pages of Alun's journal and when I picked them up a quest added to the list. Do some climbing at ranger station, there are 2 or more new stashes there. Before I got these pages, already found one page on a dead npc and judging by what it said, looked like the last step in a chain of clues, "grats stalker". I'm very confused about what this quest is supposed to be, didn't think much on it but the riddles don't make sense. OH wait, you are assaulter, so maybe you won't find these idk. I picked sniper.

Kocayine, just watched your Misery 2 videos, was hilarious. I'm bulanet, left you some tips. Didn't play very much myself but got to experiment with the 'new mechanics' a little. Today I came upon a new quest, sort of... "alun's journal". Weird thing is, found 2 stashes at the ranger station with pages of this guy's journal that contain riddles. But before I got these stashes and the quest, already found another of his pages saying: 'congratulations stalker' , on a dead npc... probably means that npc found the last stash or something :S

Wierd how in misery 2 low crouch is also missing from controls in main menu and Im pretty sure I always had it up until now. Looking in the user ltx now...hmm nothing, just crouch key and crouch mode on/off
Am I confusing CoP with ShoC? one of the stalker games surely has a low crouch, like how crysis has crouch, then prone